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Cyberpunk 2077 - Vehicle Combat (and police system rework) v.1.22 - Game mod - Download

The file Vehicle Combat (and police system rework) v.1.22 is a modification for Cyberpunk 2077, a(n) rpg game. Download for free.

file typeGame mod

file size96.5 KB

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(last 7 days)0

last updateWednesday, September 21, 2022

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Vehicle Combat is a mod for Cyberpunk 2077, created by Scissors. If you find this mod useful please consider supporting it’s creator through PayPal.

Description:

Enables the player to use weapons while driving and overhauls the police system to create frequent vehicle chases and combat.

Enabling Weapons while Driving

There was some functionality in the game's code to enable the player to use weapons while driving. It looks like it was disabled, but thanks to some workarounds, it has now been mostly restored. The player can now:

  1. Equip and aim all ranged weapons when driving any vehicle.
  2. Equip and use melee weapons when driving any vehicle.
  3. Use inhalers and injectors when driving, even without a weapon equipped.

Police System Rework

  1. The police system in the base game says that attacking a cop or killing a civilian triggers the police to spawn on foot behind the player. This system has been entirely reworked, and here's the breakdown below:
  2. Enemies in their respective faction area, Maelstrom in Northside, Valentinos in Heywood, etc., have a new ability that lets them call for backup. This was a cut ability called "Call Reinforcements", and has animations and decision making. A bar, similar to uploading a quickhack, will appear over their head so you can see how close the call is to being finished, as well as who is making the call. These can be interrupted by various effects, such as Sonic Shock, EMPs, Memory Wipe, and knocking the enemy over.
  3. When an enemy finishes calling for backup, a star will be added to the system, and backup enemies will arrive. These backup enemies will be of their respective faction area. As V's stars increase, more difficult enemies arrive and in greater numbers.
  4. These backup enemies now arrive in vehicles, and will chase the player.
  5. Attacking cops and killing civilians no longer directly triggers stars. Although cops can call for backup in the districts with a larger police presence, like Downtown or North Oak.
  6. At 4 stars, MaxTac will arrive instead of the respective faction of an area. The security turrets will enable as well. No further calls will be made once MaxTac has arrived. MaxTac will kill both the player, and anyone else unfortunate enough to be in the way. Militech instead of MaxTac arrives in the Badlands.
  7. Massive improvements to MaxTac. In the base game, there is only one type of MaxTac enemy. This mod adds 5 others, including a Mantis enemy, Sniper, Shotgunner, Heavy, and Netrunner. In addition, MaxTac's stats have been increased and they have new abilities. What makes them particularly dangerous is they now have a special ability that allows them to rapidly regenerate health.
  8. Many improvements to the spawning, AI, chase mechanics, and other aspects of these backup enemies.

Adjust HP of all Vehicles

In the base game, most vehicles have the same health, regardless if it's a Makigai MaiMai or a Rayfield Aerondight. This has been changed so that vehicles that seem like they would be more durable, are. All health has been adjusted, but here's some general guidelines as to how much health a vehicle will have.

  1. Larger vehicles have more health.
  2. Nomad vehicles have more health.
  3. Police vehicles have more health.
  4. The Rayfield Caliburn and Aerondight have more health.
  5. Special vehicles, like the Delamain, Jackie's tuned arch, and Beast have more health.

Important Notes, Known Issues, and Limitations

  1. Grenades and projectile launcher can't be used while driving. I'll try to figure this out in the future.
  2. Some vehicles have bulletproof windshields, and shooting these damages the vehicle. Beast, Nomad vehicles, etc., all have bulletproof windshields. But asides from shooting these windshields, hitting your vehicle on accident typically doesn't damage it.
  3. Rayfield Caliburn and Aerondight don't have vehicle combat enabled. These vehicles don't actually have retractable windows, so weapons cannot be equipped. However, they do have more health, and are much faster than most vehicles.
  4. My other mod, Full Gameplay Rebalance, has two important bug fixes regarding vehicles. First, is fixing the force-killing of NPC's and the player in a vehicle when that vehicle explodes. Another, is reworking the damage of vehicles to prevent any 2 explosions from annihilating a vehicle, as well as make the damage more complex. Base game functionality is that 1 bullet does 1 damage to a vehicle. If you don't use the mod, you can still use these two fixes by downloading that mod and looking under r6/scripts/FGR for Vehicle Damage Fix and Fix Car Explosion Force Kill.
  5. The injector and inhaler animation on bikes with a weapon equipped is slightly bugged. It displays just above the player for some reason and looks a little weird. Still works fine though.
  6. ?Reload animations will display out of sight, and most don't have sound. Still reload just fine, but you can't see it happening.
  7. Melee animations for dual wield melee weapons can be slightly janky. One hand is on the wheel/handle, so attacking with both hands can look a bit weird. Still correctly attacks however. This includes Fists, Mantis Blades, Monowire, and Gorilla Arms.
  8. In the base game, enemies stop rendering at around 120 meters, and it's slightly different for vehicles. Sometimes the game decides to render the vehicles at a different distance than the NPCs, causing some issues. Also means enemies won't chase the player if they are more than 120 or so meters away. Typically these two problems will be only noticed in the Badlands with a fast vehicle.
  9. Only open world, gig, and police scanner mission enemies will call for backup. The main missions and major side missions are heavily scripted and I didn't want to mess anything up about them. Also, most of these missions have some type of hardcoded backup as is. Meaning, this mod shouldn't break many/any quests.
  10. Scopes mess with the aiming when in driver combat mode. Scopes don't get accounted for when in vehicle combat, still figuring this one out.
  11. Throwing a knife doesn't allow you to equip another weapon afterwards. Figuring this one out still as well.
  12. Scavs are the primary callers in Pacifica, but Voodoo Boys can get involved as well. I did this because there's not many opportunities to fight the Voodoo Boys, but there's lots of Scavs roaming around.

Compatibility

  1. Incompatible with main version, but not version that only enables weapons while driving:
  2. Mods that alter the police, including Enhanced Police and Police Motorcycle Chases
  3. Stop NCPD Attacks, as the police system has been reworked.???

Installation Instructions:

Download Cyber Engine Tweaks.

Download Redscript.

Download Native Settings UI

Install this mod and drop the contents into your Cyberpunk 2077 folder???

  • Last update: Wednesday, September 21, 2022
  • Genre: RPG
  • File size: 96.5 KB
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